Game Documentation (Brushing-up the messy ideas)
I finally found sometime to brush my messy head that was full of crazy ideas and narrow them down to a more âsaneâ scale.
Note to self: Simple is Best.
Also had some helpful feedback from some of my friends (gamers and not)! (Yes, they shouted at me AGARIO!!!! haha )
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So here`s a taste of my mind:
Game Scene & Basic Game Logic/Playerâs Aim:
 Player Movement to where the cursor is then consider âQâ=âLeft Clickâ & âEâ=âRight Clickâ.
Player loads in a fairly decent sized playable area, one that is not too big (boundaries are reached fast), but not too small (boundaries are not on the edge of viewable game screen).
 Player has to beat his own best score in the game (like a mini arcade e.g., âSnakeâ).
Player has to fight or dodge enemies while trying to collect his points.
 Enemies will be simple AI who target the Player with mini projectiles but do not mindlessly spray them on sight (e.g., 3 bullets per 3 seconds).
 1st Enemy spawns at 1st point, at 10 points->2 Enemies will be hunting the Player, at 20->3 Enemies and so on according to x0 Points obtained by Player.
 If the Player ignores killing Enemies, Enemies will overwhelm Player.
Player will have to either dodge bullets or âShieldâ against them. âShieldâ will deflect bullets and will have a cooldown of 6 seconds (Will be Accessed with âEâ/âR-Clickâ).
 A way to get rid of enemies will be to use âPulseâ that will push away enemies out of the boundaries or âBlack Holesâ to kill them.  Cooldown of 3 seconds (Will be Accessed with âQâ/âL-Clickâ).
 If the Enemy gets too close to the Player, they will explode causing a small âblack holeâ that will draw the Player in.
 âBlack Holesâ are not generated when Enemies are knocked out of boundaries.
 Enemies are not affected by the gravitational pull of âblack holesâ.
Player can use âBlack holesâ to their advantage by using âPulseâ to push Enemies into the âBlack holesâ and rid of them.
 If the Player triggers an explosion and gets drawn in a âblack holeâ, their only way of escape will be to âpower struggleâ against the gravity by spamming a key to get out of the specific pull radius.
âPower Strugglingâ out of a gravitational pull will not affect the speed of the Player (will not be exploited for gaining speed).
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Can use the âDashâ mechanic instead of a âpower struggleâ but it should still be only for when a gravitational pull is pulling the player in (so that it will not be used for gaining speed) as well as having a small cooldown (so that it will be more challenging for the Player to think his route instead of going through multiple gravitational pulls without having to worry).
 Enemies can still collect points (adds to the need of killing Enemies for more Points).
Could also add some extra points for killing Enemies.
 It would be better if I remove the casual Agar.io mechanic of orbs absorbing each other and growing, there should not be any growth mechanic.(?)
 Instead of the Player dying when exploding Enemies do explode, a strong knockback will be nice (like this the Player still has high chances of dying to boundaries if knocked back out of them or when thrown into previously generated black holes).
Playable Area Boundaries can be continue to infinity instead of hitting a âwallâ.
Simple Main Menu Screen with a âHigh Scoreâ indicator (updated per play).